| Weapon |
Large axe
1D6+1 DAMAGE |
|---|---|
| Skin | Ivy leaf decal |
| Tags |
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE.
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. |
Generate weapons
| Weapon |
Heavy machine gun
1D6+2 DAMAGE |
|---|---|
| Skin | Light-up piping |
| Tags |
NON-LETHAL
Does not deal DAMAGE; has a 3-in-1D6 chance to knock unconscious on a success.
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
QUICK-DRAW
Attacks that target enemies drawing their weapons will always succeed. |
| Weapon |
Sword
1D6+1 DAMAGE |
|---|---|
| Skin | Music notation |
| Tags |
EXPERIMENTAL
When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref).
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
ANTI-MATERIEL
Deals double DAMAGE to vehicles and structures; cumbersome to carry around. |
| Weapon |
Carbine
1D6 DAMAGE |
|---|---|
| Skin | Pure hard light |
| Tags |
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
MENACING
Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic. |
| Weapon |
Hand cannon
1D6+1 DAMAGE |
|---|---|
| Skin | Tartan print |
| Tags |
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
STUN
Those damaged by this weapon cannot move or act until their current HP changes.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE. |
| Weapon |
Anomalous weapon
2D6 DAMAGE |
|---|---|
| Skin | CV dazzle |
| Tags |
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs. |
| Weapon |
Heavy misc. (e.g. railgun, laser)
1D6+2 DAMAGE |
|---|---|
| Skin | Burn marks |
| Tags |
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion.
ALT-FIRE
This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip). |
| Weapon |
Heavy hand (knuckle dusters, etc.)
1D6 DAMAGE |
|---|---|
| Skin | Caked with mud |
| Tags |
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission. |
| Weapon |
Small bomb (e.g. landmine, pipe)
1D6+2 DAMAGE |
|---|---|
| Skin | Dragon decals |
| Tags |
STUN
Those damaged by this weapon cannot move or act until their current HP changes.
REMOTE
Projectiles (or the weapon itself) can be remotely steered through chutes and around walls.
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take. |
| Weapon |
Small blade (pocket knife, hatchet, etc.)
3 DAMAGE |
|---|---|
| Skin | Barbed wire |
| Tags |
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target.
ARMOR-PIERCING
Attacks with this weapon ignore ARMOR bonuses granted by physical means.
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water. |